package collisions;

import org.dyn4j.dynamics.World;
import org.dyn4j.geometry.Vector2;

public class Collisions {

	private int worldX;
	private int worldY;
	private int worldZ;
	
	private World world;
	private Vector2 gravity= new Vector2();
	
	public void initWorld()
	{
		
		//gravity.x=0;
		//gravity.y=-9.8;
		setWorld(new World());
		//world.setGravity(gravity);
	}
	
	public void collisionLoop()
	{
		
	}

	/**
	 * @return the worldX
	 */
	public int getWorldX() {
		return worldX;
	}

	/**
	 * @param worldX the worldX to set
	 */
	public void setWorldX(int worldX) {
		this.worldX = worldX;
	}

	/**
	 * @return the worldY
	 */
	public int getWorldY() {
		return worldY;
	}

	/**
	 * @param worldY the worldY to set
	 */
	public void setWorldY(int worldY) {
		this.worldY = worldY;
	}

	/**
	 * @return the worldZ
	 */
	public int getWorldZ() {
		return worldZ;
	}

	/**
	 * @param worldZ the worldZ to set
	 */
	public void setWorldZ(int worldZ) {
		this.worldZ = worldZ;
	}
	
	public void setWorldXYZ(int x, int y, int z)
	{
		worldX=x;
		worldY=y;
		worldZ=z;
	}
	
	public int[] getWorldXYZ()
	{
		return new int[]{worldX,worldY,worldZ};
	}

	/**
	 * @return the world
	 */
	public World getWorld() {
		return world;
	}

	/**
	 * @param world the world to set
	 */
	public void setWorld(World world) {
		this.world = world;
	}
	
}
